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Scopus YÖKSİS DOI Eşleşti SJR Q1

The Effect of a Virtual Reality-Mediated Gamified Rehabilitation Program on Pain, Disability, Function, and Balance in Knee Osteoarthritis: A Prospective Randomized Controlled Study

Games for Health Journal · Nisan 2023

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YÖKSİS Kayıtları
The Effect of a Virtual Reality-Mediated Gamified Rehabilitation Program on Pain, Disability, Function, and Balance in Knee Osteoarthritis: A Prospective Randomized Controlled Study
Mary Ann Liebert Inc · 2023 SCI-Expanded
Doç. Dr. HALİL İBRAHİM TUNA →
YÖKSİS ISSN Eşleşmesi

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YÖKSİS Kayıtları — ISSN Eşleşmesi
The Effect of a Virtual Reality-Mediated Gamified Rehabilitation Program on Pain, Disability, Function, and Balance in Knee Osteoarthritis: A Prospective Randomized Controlled Study
2023 ISSN: 2161-783X SCI-Expanded Q1
Doç. Dr. HALİL İBRAHİM TUNA →

Makale Bilgileri

ISSN2161783X
Yayın TarihiNisan 2023
Cilt / Sayfa12 · 118-124
Özet Background: This prospective randomized controlled study is the first study that evaluates the disease-specific gamification through virtual reality (VR) glasses on pain, disability, functionality, and balance in knee osteoarthritis (OA). Materials and Methods: The demographic data of the patients were recorded. A total of 73 patients were divided into two groups (35 in experimental group and 38 in control group). All patients were evaluated with pain (visual analog scale [VAS]), functionality (Lysholm functional knee score [LFKS], 6 minutes walking test [6MWT]), disability (Western Ontario and McMaster Universities Arthritis Index [WOMAC]), and balance (Berg Balance Scale [BBS]) before treatment, after treatment (3th weeks), and 4 weeks after treatment (7th weeks). In the experimental group, plus the conservative treatment, a total of 15 sessions of a disease-specific gamification through VR glasses were applied. Results: VAS and WOMAC scores of the experimental group were lower at the 3th and 7th weeks than those of the control group (P = 0.005, P = 0.000), (P = 0.000). LFKS of the experimental group was higher at the 3th and 7th weeks than that of the control group (P = 0.005, P = 0.013). No difference was found between the groups in terms of 6MWTs (P > 0.05). BBS score of the experimental group was higher in the 7th week than that of the control group (P = 0.021). Conclusion: In knee OA, the disease-specific gamification through VR glasses added to the conservative treatment has a positive effect on pain, functionality, and balance. Side effects such as mild nausea, headache that did not last long, require additional treatment. In light of this, disease-specific gamification through VR glasses is effective and safe in knee OA, more studies that reveal the long-Term effect on structural healing must be planned.

Yazarlar (4)

1
Aysun Özlü
2
Gamze Unver
3
Halil Ibrahim Tuna
4
Ahmet Klvanç Menekşeoǧlu
ORCID: 0000-0001-5126-3554

Anahtar Kelimeler

Knee osteoarthritis Pain Rehabilitation Virtual reality

Kurumlar

Kanuni Sultan Suleyman Training and Research Hospital
Istanbul Turkey
Kütahya Sağlık Bilimleri Üniversitesi
Kutahya Turkey
Selçuk Üniversitesi
Selçuklu Turkey
Scimago Dergi (ISSN Eşleşmesi)
Games for Health Journal
Q1
SJR Skoru0,826
H-Index52
YayıncıMary Ann Liebert Inc.
ÜlkeUnited States
Health (social science) (Q1)
Rehabilitation (Q1)
Computer Science Applications (Q2)
Public Health, Environmental and Occupational Health (Q2)
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Metrikler

32
Atıf
4
Yazar
4
Anahtar Kelime

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